One of the players in an upcoming campaign will be playing the necromancer described in this thread.
Sometime during the first encounter, the party may find the Onyx Skull, as detailed in Open Grave on page 58. Below is what I have come up with for this item.
Onyx Skull unattached
Property: At the start of each encounter, roll a d20. On a 1, a skeleton minion is raised, but not under your control. Any skeleton minion that isn’t raised under your control lasts until destroyed.
Onyx Skull attached
lvl 2
Enhancement: +1 attack rolls and damage rolls
Crit: +1d6 necrotic damage
Property: When you cast or attack with skeleton minion, you gain a +1 item bonus to attack rolls and a damage bonus equal to this (implement)’s enhancement bonus. On a critical hit, you deal +1d8 necrotic damage instead of +1d6 necrotic damage.
Property: At the start of each encounter, roll a d20. On a 19 or 20, summon a Skeleton Minion (Necromancer Attack at-will 1) under your control, but do not make an attack with it this turn. On a 1, a skeleton minion is raised, but not under your control. Any skeleton minion that isn’t raised under your control lasts until destroyed. Those raised under your control act as normal. At level 5, if you are a necromancer, a roll of 1 no longer raises a skeleton minion.
Skeleton Minion is a level one at-will for this class. It is on the second page of the class pdf.
This item has some similarities with the level 2 Wand of Magic Missile. I wasn't sure what level to make the item, it felt a tad stronger than Wand of Magic Missile, but also has a downside. Does everything feel balanced? Any ideas for changes? Should the level be changed? (For treasure parcel purposes)
Any recommended changes in wording?
I was also intending on requiring a ritual to attach the skull to the Necromancer's implement of choice. Someone at town will be able to do this for them. Any ideas on at what cost?
Sometime during the first encounter, the party may find the Onyx Skull, as detailed in Open Grave on page 58. Below is what I have come up with for this item.
Onyx Skull unattached
Property: At the start of each encounter, roll a d20. On a 1, a skeleton minion is raised, but not under your control. Any skeleton minion that isn’t raised under your control lasts until destroyed.
Onyx Skull attached
lvl 2
Enhancement: +1 attack rolls and damage rolls
Crit: +1d6 necrotic damage
Property: When you cast or attack with skeleton minion, you gain a +1 item bonus to attack rolls and a damage bonus equal to this (implement)’s enhancement bonus. On a critical hit, you deal +1d8 necrotic damage instead of +1d6 necrotic damage.
Property: At the start of each encounter, roll a d20. On a 19 or 20, summon a Skeleton Minion (Necromancer Attack at-will 1) under your control, but do not make an attack with it this turn. On a 1, a skeleton minion is raised, but not under your control. Any skeleton minion that isn’t raised under your control lasts until destroyed. Those raised under your control act as normal. At level 5, if you are a necromancer, a roll of 1 no longer raises a skeleton minion.
Skeleton Minion is a level one at-will for this class. It is on the second page of the class pdf.
This item has some similarities with the level 2 Wand of Magic Missile. I wasn't sure what level to make the item, it felt a tad stronger than Wand of Magic Missile, but also has a downside. Does everything feel balanced? Any ideas for changes? Should the level be changed? (For treasure parcel purposes)
Any recommended changes in wording?
I was also intending on requiring a ritual to attach the skull to the Necromancer's implement of choice. Someone at town will be able to do this for them. Any ideas on at what cost?
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